| Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
| HP + 10 |
HP + 10 |
0 |
5 |
1 |
| Attack + 5 |
Attack + 5 |
0 |
5 |
1 |
| Defense + 5 |
Defense + 5 |
0 |
5 |
1 |
| Sp. Atk + 5 |
Sp. Atk + 5 |
0 |
5 |
1 |
| Sp. Def + 5 |
Sp. Def + 5 |
0 |
5 |
1 |
| Speed + 5 |
Speed + 5 |
0 |
5 |
1 |
| Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
| Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
| Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
| Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
1 |
| Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
| Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
2 |
| Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
1 |
| All or Nothing!: MP Refresh 3 |
Move: All or Nothing! Has a moderately good chance of restoring one MP of the move used if the move is successful. |
7 |
84 |
2 |
| Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
3 |
| Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
2 |
| Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
3 |
| Dark Pulse: Power 4 |
Dark Pulse: Power Up 4 |
4 |
48 |
1 |
| Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
| Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
| Snatch: MP Refresh 2 |
Move: Snatch Occasionally restores one MP of the move used if the move is successful. |
5 |
60 |
2 |
| Night Slash: Move Gauge Refresh 3 |
Move: Night Slash Has a moderately good chance of increasing the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
| Attack + 10 |
Attack + 10 |
5 |
60 |
2 |
| Snatch: Catalytic Cure 4 |
Move: Snatch Has a good chance of restoring the user's HP when a move is successful. |
7 |
84 |
2 |
| Snatch: Move Gauge Refresh 4 |
Move: Snatch Has a good chance of increasing the user's move gauge by one when a move is successful. |
5 |
60 |
3 |
| Snatch: Catalytic Cure 4 |
Move: Snatch Has a good chance of restoring the user's HP when a move is successful. |
7 |
84 |
3 |
| Night Slash: Power 5 |
Night Slash: Power Up 5 |
4 |
48 |
1 |
| Bounce Back 5 |
Has a very good chance of raising the user's Attack if any of the user's stats have been lowered. |
9 |
108 |
1 |
| Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
| Dark Pulse: Move Gauge Refresh 3 |
Move: Dark Pulse Has a moderately good chance of increasing the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
| Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
2 |
| Defense + 5 |
Defense + 5 |
2 |
24 |
2 |
| Indomitable 5 |
Has a very good chance of raising the user's Sp. Atk if any of the user's stats have been lowered. |
9 |
108 |
3 |
| On the Run 6 |
Once per battle, radically raises the user's evasiveness in a pinch. |
8 |
96 |
2 |
| Snatch: Move Gauge Refresh 4 |
Move: Snatch Has a good chance of increasing the user's move gauge by one when a move is successful. |
5 |
60 |
3 |
| HP + 10 |
HP + 10 |
2 |
24 |
1 |
| Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
| Sp. Atk + 5 |
Sp. Atk + 5 |
2 |
24 |
1 |
| Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
| Ridicure 2 |
Occasionally restores the user's HP when an opponent's attack move targeting the user misses. |
10 |
120 |
1 |
| Defense + 10 |
Defense + 10 |
4 |
48 |
1 |
| Speed + 5 |
Speed + 5 |
2 |
24 |
2 |
| Snatch: MP Refresh 2 |
Move: Snatch Occasionally restores one MP of the move used if the move is successful. |
5 |
60 |
2 |
| Snatch: Propulsion 4 |
Move: Snatch Has a good of reducing the user's sync move countdown by one when the user's move is successful. |
10 |
120 |
2 |
| Attack + 10 |
Attack + 10 |
5 |
60 |
3 |
| Supercharger 2 |
Occasionally raises the user's Attack and/or Sp. Atk when a move targeting an opponent is successful. |
9 |
108 |
3 |
| Card Shark Night Slash: Power 25 |
Card Shark Night Slash: Power Up 25 |
5 |
60 |
3 |
| Card Shark Night Slash: Power 25 |
Card Shark Night Slash: Power Up 25 |
5 |
60 |
3 |
| Attack 20 |
Attack 20 |
0 |
5 |
1 |
| Aggravation 1 |
Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
3 |
36 |
2 |
| Blind Spot |
The more the user's evasiveness is raised, the more it powers up the user's sync move. |
5 |
60 |
3 |
| Sp. Atk 20 |
Sp. Atk 20 |
0 |
5 |
1 |
| Snatch: BOGO 9 |
Move: Snatch Applies the Free Move Next effect to the user when its move is successful. |
3 |
36 |
2 |
| All or Nothing!: Move: Attack ?2 & Sp. Atk ?2 9 |
Move: All or Nothing! Raises the user's Attack and Sp. Atk by 2 stat ranks when its move is successful. |
5 |
60 |
3 |
| Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
| HP + 10 |
HP + 10 |
0 |
5 |
1 |
| Attack + 5 |
Attack + 5 |
0 |
5 |
1 |
| Defense + 5 |
Defense + 5 |
0 |
5 |
1 |
| Attack + 5 |
Attack + 5 |
0 |
5 |
1 |
| Sp. Def + 5 |
Sp. Def + 5 |
0 |
5 |
1 |
| Speed + 5 |
Speed + 5 |
0 |
5 |
1 |
| HP + 10 |
HP + 10 |
2 |
24 |
1 |
| Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
| Speedy Entry 2 |
Sharply raises the user's Speed when the Pokémon enters a battle. |
8 |
96 |
1 |
| Attack + 5 |
Attack + 5 |
2 |
24 |
1 |
| X Attack: MP Refresh 3 |
Move: X Attack Has a moderately good chance of restoring one MP of the move used if the move is successful. |
6 |
72 |
1 |
| Aqua Jet: Power 8 |
Aqua Jet: Power Up 8 |
3 |
36 |
2 |
| Aqua Jet: Power 8 |
Aqua Jet: Power Up 8 |
3 |
36 |
2 |
| Aqua Jet: Power 8 |
Aqua Jet: Power Up 8 |
3 |
36 |
2 |
| Attack + 20 |
Attack + 20 |
10 |
120 |
3 |
| Inertia |
The higher the user's Speed, the more it powers up sync moves. |
8 |
96 |
3 |
| High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
1 |
| HP + 10 |
HP + 10 |
2 |
24 |
1 |
| Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
| Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
1 |
| Speed + 5 |
Speed + 5 |
2 |
24 |
1 |
| Waterfall: Move Gauge Refresh 3 |
Move: Waterfall Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
| Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
2 |
| Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
2 |
| Waterfall: Power 5 |
Waterfall: Power Up 5 |
3 |
36 |
2 |
| Waterfall: Shifty Striker 2 |
Move: Waterfall Has a moderate chance of raising the user's evasiveness when the user's Pokémon uses a move. |
7 |
84 |
3 |
| First Aid 2 |
Restores a bit of the Pokémon's HP once during battle when the Pokémon is in a pinch. |
10 |
120 |
3 |
| High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
1 |
| Defense + 5 |
Defense + 5 |
2 |
24 |
1 |
| Sp. Def + 10 |
Sp. Def + 10 |
4 |
48 |
1 |
| Sink or Swim!: Slippery 1 |
Move: Sink or Swim! Raises the user's evasiveness when a move is successful. |
8 |
96 |
1 |
| HP + 20 |
HP + 20 |
4 |
48 |
2 |
| Defense + 10 |
Defense + 10 |
4 |
48 |
2 |
| HP + 50 |
HP + 50 |
10 |
120 |
2 |
| Stamina Reserves 3 |
Once per battle, charges the user's move gauge by three when the user is in a pinch. |
10 |
120 |
3 |
| Pressure Cooker 4 |
Once per battle, has a good chance of reducing the user's sync move countdown by one when in a pinch. |
10 |
120 |
3 |
| Power Reserves 2 |
Powers up moves in a pinch. |
10 |
120 |
1 |
| Sp. Def + 5 |
Sp. Def + 5 |
2 |
24 |
1 |
| Defense + 10 |
Defense + 10 |
4 |
48 |
1 |
| Liquidation: Move Gauge Refresh 3 |
Move: Liquidation Has a moderately good chance of charging the user's move gauge by one when a move is successful. |
6 |
72 |
1 |
| Liquidation: Power 5 |
Liquidation: Power Up 5 |
4 |
48 |
2 |
| Liquidation: Power 5 |
Liquidation: Power Up 5 |
4 |
48 |
2 |
| Liquidation: Power 5 |
Liquidation: Power Up 5 |
4 |
48 |
2 |
| Waterfall: Aggravation 1 |
Move: Waterfall Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
3 |
| Head Start 1 |
Reduces the sync move countdown by 1 when the Pokémon enters a battle for the first time. |
10 |
120 |
3 |
| Liquidation: On a Roll 1 |
Move: Liquidation Raises the chance of lowering stat values with the additional effects of moves. |
10 |
120 |
3 |
| High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
3 |
| High-Stakes Liquidation: Power 25 |
High-Stakes Liquidation: Power Up 25 |
5 |
60 |
3 |
| Attack 20 |
Attack 20 |
0 |
5 |
1 |
| Sink or Swim!: Durable 9 |
Move: Sink or Swim! Applies the Enduring effect to the user when its move is successful. |
3 |
36 |
2 |
| Pinch: Damage Guard Next Once 9 |
Applies the Damage Guard Next effect to the user when it is in a pinch. This effect can activate only once per battle. |
5 |
60 |
3 |
| HP 40 |
HP 40 |
0 |
5 |
1 |
| Furious Brawn |
The more the user's Attack is raised, the more it powers up the user's moves. |
3 |
36 |
2 |
| Haymaker |
The more the user's Attack is raised, the more it powers up the user's sync move. |
5 |
60 |
3 |
| High-Stakes Liquidation: Power 30 |
High-Stakes Liquidation: Power ↑ 30 |
0 |
5 |
1 |
| High-Stakes Liquidation: Power 30 |
High-Stakes Liquidation: Power ↑ 30 |
0 |
5 |
1 |
| High-Stakes Liquidation: Power 30 |
High-Stakes Liquidation: Power ↑ 30 |
0 |
5 |
1 |
| Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
| HP 10 |
HP 10 |
0 |
5 |
1 |
| Attack 5 |
Attack 5 |
0 |
5 |
1 |
| Defense 5 |
Defense 5 |
0 |
5 |
1 |
| Attack 5 |
Attack 5 |
0 |
5 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
0 |
5 |
1 |
| Speed 5 |
Speed 5 |
0 |
5 |
1 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
| Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
2 |
| Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
| Iron Head: Move Gauge Refresh 3 |
Move: Iron Head Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Harry 3 |
Powers up the user's moves when the move's target or targets are flinching. |
10 |
120 |
3 |
| Speed 10 |
Speed 10 |
4 |
48 |
2 |
| Iron Head: Aggravation 1 |
Move: Iron Head Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
10 |
120 |
3 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
1 |
| Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
1 |
| Attack 5 |
Attack 5 |
2 |
24 |
2 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Stay Sharp!: BOGO 9 |
Move: Stay Sharp! Applies the Free Move Next effect to the user when its move is successful. |
7 |
84 |
2 |
| Stay Sharp!: Move Gauge Refresh 3 |
Move: Stay Sharp! Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Critical Healing 2 |
Has a chance (30%) of restoring the user's HP when its move is a critical hit. |
10 |
120 |
3 |
| Metal Burst: MP Refresh 4 |
Move: Metal Burst Has a chance (50%) of restoring one MP of the user's move when that move is successful. |
10 |
120 |
3 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
| Iron Head: Power 3 |
Iron Head: Power Up 3 |
3 |
36 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
2 |
| Screech: Move Gauge Refresh 3 |
Move: Screech Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Haymaker |
The more the user's Attack is raised, the more it powers up the user's sync moves. |
10 |
120 |
3 |
| Attack 10 |
Attack 10 |
4 |
48 |
2 |
| Insult to Injury |
The more the target's Defense is lowered, the more it powers up the user's moves. |
10 |
120 |
3 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
1 |
| Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
2 |
| Metal Burst: Move Gauge Refresh 3 |
Move: Metal Burst Has a chance (40%) of charging the user's move gauge by one when a move is successful. |
7 |
84 |
2 |
| Metal Burst: Power 3 |
Metal Burst: Power Up 3 |
3 |
36 |
2 |
| Risky Counter 9 |
Reduces the user's sync move countdown by one when its attack move, which was conducted after leaving the counter attacking posture by being hit by an attack move, is successful. |
10 |
120 |
3 |
| Metal Burst: Critical Strike 3 |
Move: Metal Burst Powers up the user's attacks when they become critical hits. |
10 |
120 |
3 |
| Coin Flip of Destiny Iron Head: Power 25 |
Coin Flip of Destiny Iron Head: Power Up 25 |
5 |
60 |
3 |
| Coin Flip of Destiny Iron Head: Power 25 |
Coin Flip of Destiny Iron Head: Power Up 25 |
5 |
60 |
3 |
| Speed 20 |
Speed 20 |
0 |
5 |
1 |
| Prep/Posture: Physical Boost ↑2 9 |
Increases the user’s Physical Moves ↑ Next effect by two ranks when the user takes up a counter attacking posture or gets ready to attack. |
3 |
36 |
2 |
| Prep/Posture: Physical Boost ↑3 9 |
Increases the user’s Physical Moves ↑ Next effect by three ranks when the user takes up a counter attacking posture or gets ready to attack. |
5 |
60 |
3 |
| Attack 20 |
Attack 20 |
0 |
5 |
1 |
| Metal Burst: 1st Move: Restore MP 1 |
Move: Metal Burst Restores one MP of the user’s move the first time that move is successful each battle. |
3 |
36 |
2 |
| Endure Again |
Except in certain circumstances, when the user’s Enduring effect activates for the first time and the user has 1 HP remaining, applies the Enduring effect to the user again each battle. |
5 |
60 |
3 |
| Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
| HP 10 |
HP 10 |
0 |
5 |
1 |
| Attack 5 |
Attack 5 |
0 |
5 |
1 |
| Defense 5 |
Defense 5 |
0 |
5 |
1 |
| Attack 5 |
Attack 5 |
0 |
5 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
0 |
5 |
1 |
| Speed 5 |
Speed 5 |
0 |
5 |
1 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Bite: Power 4 |
Bite: Power ↑ 4 |
3 |
36 |
1 |
| Bite: Power 4 |
Bite: Power ↑ 4 |
3 |
36 |
1 |
| Bite: Power 4 |
Bite: Power ↑ 4 |
3 |
36 |
2 |
| Bite: Move Gauge Refresh 3 |
Move: Bite Has a chance (40%) of charging the user's move gauge by one when its move is successful. |
7 |
84 |
2 |
| Hit Inter Opp: HP Recovery 9 |
Restores the user's HP when its attack move is successful against a flinching, confused, or trapped opponent. |
7 |
84 |
2 |
| Snatch: Catalytic Cure 9 |
Move: Snatch Restores the user's HP by approximately 20% of its maximum HP when its move is successful. |
10 |
120 |
3 |
| Foul Fighting 3 |
Powers up the user's moves against targets that are flinching, confused, or trapped. |
10 |
120 |
3 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Snatch: Move Gauge Refresh 3 |
Move: Snatch Has a chance (40%) of charging the user's move gauge by one when its move is successful. |
7 |
84 |
2 |
| Snatch: MP Refresh 3 |
Move: Snatch Has a chance (40%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
| Fortuitous 9 |
Raises one of the user's following stats by one stat rank at random when its attack move is successful: Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness. |
8 |
96 |
2 |
| Rising Tide |
The more the user's stats are raised, the more it powers up the user's sync move. |
10 |
120 |
3 |
| 1st Use Status P-Move: Damage Guard Next |
Applies the Damage Guard Next effect to the user the first time its Pokémon uses a status move each battle. |
10 |
120 |
3 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Feint Attack Tails: Power 4 |
Feint Attack Tails: Power ↑ 4 |
3 |
36 |
1 |
| Feint Attack Tails: Power 4 |
Feint Attack Tails: Power ↑ 4 |
3 |
36 |
1 |
| Feint Attack Tails: Power 4 |
Feint Attack Tails: Power ↑ 4 |
3 |
36 |
1 |
| Healthy Healing |
Applies the Gradual Healing effect to the user when its HP is full when it enters a battle. |
7 |
84 |
2 |
| Bite: Aggravation 1 |
Move: Bite Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. |
9 |
108 |
2 |
| It Isn't Over Yet!: Super Preparation 9 |
Move: It Isn't Over Yet! Applies the Supereffective ↑ Next effect to the user when its move is successful. |
8 |
96 |
2 |
| Debut: Dark Zone |
Turns the field of play's zone into a Dark Zone the first time the user enters a battle each battle. (A Dark Zone powers up Dark-type attacks.) |
12 |
144 |
3 |
| Unyielding 2 |
Except in certain circumstances, when the user's Enduring effect activates and the user has 1 HP remaining, has a chance (30%) of applying the Enduring effect to the user again. |
10 |
120 |
3 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Headstrong |
Attack cannot be lowered. |
5 |
60 |
1 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Feint Attack Heads: Power 4 |
Feint Attack Heads: Power ↑ 4 |
3 |
36 |
1 |
| Feint Attack Heads: Power 4 |
Feint Attack Heads: Power ↑ 4 |
3 |
36 |
1 |
| Feint Attack Heads: Power 4 |
Feint Attack Heads: Power ↑ 4 |
3 |
36 |
2 |
| Move Gauge Refresh 3 |
Has a chance (40%) of charging the user's move gauge by one when its move is successful. |
7 |
84 |
2 |
| Dark Zone: All Stats ↓ Immunity |
The user's stats cannot be lowered when the zone is a Dark Zone. |
9 |
108 |
2 |
| Dishearten 9 |
Lowers the target's Attack or Defense—or both—by one stat rank when the user's move targeting that opponent is successful. |
10 |
120 |
3 |
| Dark Zone: S-Moves ↑ 5 |
Powers up the user's sync move when the zone is a Dark Zone. |
10 |
120 |
3 |
| Try Your Luck Dark Impact: Power 25 |
Try Your Luck Dark Impact: Power ↑ 25 |
5 |
60 |
3 |
| Try Your Luck Dark Impact: Power 25 |
Try Your Luck Dark Impact: Power ↑ 25 |
5 |
60 |
3 |
| Try Your Luck Dark Impact: Power 30 |
Try Your Luck Dark Impact: Power ↑ 30 |
0 |
5 |
1 |
| Try Your Luck Dark Impact: Power 30 |
Try Your Luck Dark Impact: Power ↑ 30 |
0 |
5 |
1 |
| Try Your Luck Dark Impact: Power 30 |
Try Your Luck Dark Impact: Power ↑ 30 |
0 |
5 |
1 |
| Name |
Effect |
Energy Requirement |
Sync Orb Requirement |
Sync Move Level Requirement |
| HP 10 |
HP 10 |
0 |
5 |
1 |
| Attack 5 |
Attack 5 |
0 |
5 |
1 |
| Defense 5 |
Defense 5 |
0 |
5 |
1 |
| Attack 5 |
Attack 5 |
0 |
5 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
0 |
5 |
1 |
| Speed 5 |
Speed 5 |
0 |
5 |
1 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Brave Bird: Power 4 |
Brave Bird: Power ↑ 4 |
3 |
36 |
1 |
| Brave Bird: Power 4 |
Brave Bird: Power ↑ 4 |
3 |
36 |
1 |
| Brave Bird: Power 4 |
Brave Bird: Power ↑ 4 |
3 |
36 |
2 |
| Natural Remedy |
Removes all status conditions from the user the first time it is inflicted by any status condition each battle. |
7 |
84 |
2 |
| Trip Up 4 |
Has a chance (50%) of lowering the target's Speed by one stat rank when the user's attack move against it is successful. |
7 |
84 |
2 |
| Fierce Entry 2 |
Raises the user's Attack by two stat ranks when it enters a battle. |
10 |
120 |
3 |
| Furious Brawn |
The more the user's Attack is raised, the more it powers up the user's moves. |
10 |
120 |
3 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Defense 5 |
Defense 5 |
2 |
24 |
1 |
| Sp. Def 5 |
Sp. Def 5 |
2 |
24 |
1 |
| Speed 5 |
Speed 5 |
2 |
24 |
1 |
| Fly: Power 4 |
Fly: Power ↑ 4 |
3 |
36 |
1 |
| Fly: Power 4 |
Fly: Power ↑ 4 |
3 |
36 |
1 |
| Fly: Power 4 |
Fly: Power ↑ 4 |
3 |
36 |
2 |
| Quick Cure |
Removes the confused, flinching, and trapped conditions from the user the first time they are inflicted each battle. |
7 |
84 |
2 |
| Potion: MP Refresh 2 |
Move: Potion Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
| Brawn Sync 5 |
Powers up the user's sync move when its Attack is raised. |
10 |
120 |
3 |
| Super Sync 9 |
Applies the Supereffective ↑ Next effect to the user after using its sync move. |
10 |
120 |
3 |
| HP 10 |
HP 10 |
2 |
24 |
1 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Fly: Power 4 |
Fly: Power ↑ 4 |
3 |
36 |
1 |
| Fly: Power 4 |
Fly: Power ↑ 4 |
3 |
36 |
1 |
| Fly: Move Gauge Refresh 3 |
Move: Fly Has a chance (40%) of charging the user's move gauge by one when its move is successful. |
7 |
84 |
2 |
| Fly: Accuracy 5 |
Fly: Accuracy ↑ 5 |
3 |
36 |
2 |
| Speed 10 |
Speed 10 |
4 |
48 |
2 |
| Fly: MP Refresh 5 |
Move: Fly Has a chance (60%) of restoring one MP of the user's move when that move is successful. |
10 |
120 |
3 |
| Opp Fail: Physical Boost ↑2 9 |
Increases the user's Physical Moves ↑ Next effect by two ranks when an opponent's attack move targeting the user misses. |
10 |
120 |
3 |
| Attack 5 |
Attack 5 |
2 |
24 |
1 |
| Headstrong |
Attack cannot be lowered. |
5 |
60 |
1 |
| Brave Bird: Power 4 |
Brave Bird: Power ↑ 4 |
3 |
36 |
1 |
| Brave Bird: Power 4 |
Brave Bird: Power ↑ 4 |
3 |
36 |
1 |
| Brave Bird: Move Gauge Refresh 3 |
Move: Brave Bird Has a chance (40%) of charging the user's move gauge by one when its move is successful. |
7 |
84 |
2 |
| Attack 10 |
Attack 10 |
4 |
48 |
2 |
| It's Fascinating!: MP Refresh 2 |
Move: It's Fascinating! Has a chance (30%) of restoring one MP of the user's move when that move is successful. |
7 |
84 |
2 |
| Overwhelm 9 |
Lowers the target's Attack by one stat rank when the user's attack move against it is successful. |
10 |
120 |
3 |
| Gobsmack 9 |
Leaves the target confused when the user's attack move against it is successful. |
10 |
120 |
3 |
| Winner Takes Everything Flying Impact: Power 25 |
Winner Takes Everything Flying Impact: Power ↑ 25 |
5 |
60 |
3 |
| Winner Takes Everything Flying Impact: Power 25 |
Winner Takes Everything Flying Impact: Power ↑ 25 |
5 |
60 |
3 |